Difference between revisions of "Combat"

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The combat rules outlined below make not attempt to simulate actual fighting styles or effects.  There are modifications that are made to the original AD&D model, with elements of 3rd edition, but the tactical rules included are of my own designAn ongoing attempt is made to allow flexibility for the players to be innovative, while establishing strict boundaries surrounding what is physically and realistically possibleCombat is essential to a good D&D game, and the process of combat should evoke excitement and fear, with the occurrence of defeat as well as triumph.
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[[File:Combat.jpg|right|560px|thumb]]
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'''Combat''' is a method of resolving conflict between fighting parties in D&D.  The accuracy of these combats in relation to the real world is not a priority, and is often subjugated by the need for playabilityThat said, many elements of combat reflect circumstances in the real world — and this, too, is an important part of the game, since these touchstones encourage immersion for the players.
  
Listed below are links describing the many concepts and elements that relate to my combat system.  Primary links include the main features of the system, while secondary links describe minor details.
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The combat system used here is a '''heavily modified version of the AD&D model'''.  Recognizable parts of AD&D remain, because these parts function best in the structure of this combat system.  However, in no way is AD&D to be considered the "preferred" model.  If any part of what is presently AD&D-like can be improved upon, and therefore dropped from the system, it will be.  Our purpose here is to create the most workable, tension-building, strategic, emotionally satisfying combat system that can possibly exist.
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Therefore, some elements from other versions of D&D have been incorporated; most of the system is, however, entirely of my own designI encourage players to be innovative, while at the same time the system works to establish rigid boundaries of "play" in which that innovation can take place.
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Combat is essential to a good D&D game.  The process of combat should evoke excitement and fear, with a real possibility of failure as well as triumph.
  
 
== Links ==
 
== Links ==
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Below are a list of links describing concepts and elements related to this combat system.
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
* [[Ability Checks]]<br>
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* [[Ability Checks]]
* [[Action Points]]<br>
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* [[Acid-based Attacks]]
* [[Armour Class]]<br>
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* [[Action Points]]
* [[Armour List]]<br>
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* [[Armour Class]]
* [[Attacking in Combat]]<br>
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* [[Armour List]]
* [[Attacks with Two Weapons]]<br>
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* [[Attacking in Combat]]
* [[Binding Wounds (sage ability)]]<br>
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* [[Attack of Opportunity]]
* [[Charging]]<br>
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* [[Attacks with Two Weapons]]
* [[Combat Hex]]<br>
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* [[Binding Wounds (sage ability)]]
* [[Combat Round]]<br>
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* [[Charging]]
* [[Cover]]<br>
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* [[Close Drop (sage ability)]]
* [[Critical Hits & Fumbles]]<br>
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* [[Combat Hex]]
* [[Damage (hit points)]]<br>
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* [[Combat Round]]
* [[Dual Attackers]]<br>
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* [[Cover (defense)]]
* [[Entangled & Snarled Weapons]]<br>
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* [[Critical Hits & Fumbles]]
* [[Experience (X.P.)]]<br>
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* [[Damage (hit points)]]
* [[Experience Shares]]<br>
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* [[Drawing a Weapon while Moving]]
* [[Fight while Immersed]]<br>
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* [[Dual Attackers (sage ability)]]
* [[Fight while Unsteady]]<br>
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* [[Entangled & Snarled Weapons]]
* [[Grappling]]<br>
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* [[Experience Level]]
* [[Grenade Missiles]]<br>
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* [[Experience (X.P.)]]
* [[Healing]]<br>
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* [[Fighting with Lance]]
* [[Helpless Defenders]]<br>
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* [[Grappling (hand-to-hand)|Grappling]]
* [[Hit Dice]]<br>
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* [[Grenade-like Missiles]]
* [[Hit Points]]<br>
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* [[Healing]]
* [[Hit Points per Die]]<br>
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* [[Helpless Defenders]]
* [[Illumination]]<br>
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* [[Hit Dice]]
* [[Incidental Damage]]<br>
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* [[Hit Points]]
* [[Initiative]]<br>
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* [[Hit Points per Die]]
* [[Injuries]]<br>
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* [[Hurled Weapons]]
* [[Line of Sight]]<br>
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* [[Illumination]]
* [[Martial Music]]<br>
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* [[Immersion & Combat]]
* [[Melee]]<br>
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* [[Incidental Damage]]
* [[Missile Ranges]]<br>
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* [[Initiative]]
* [[Morale]]<br>
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* [[Injury]]
* [[Movement in Combat]]<br>
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* [[Line of Sight]]
* [[Multiple Attacks]]<br>
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* [[Martial Spirit]]
* [[Multiple Defenders in One Hex]]<br>
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* [[Melee]]
* [[Necrotic Damage]]<br>
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* [[Missile Weapons]]
* [[Negative Hit Points]]<br>
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* [[Morale]]
* [[On Guard (sage ability)|On Guard]]<br>
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* [[Movement (stride)]]
* [[Overbearing]]<br>
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* [[Movement in Combat]]
* [[Pummelling]]<br>
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* [[Multiple Attacks]]
* [[Rear & Flank Attacks]]<br>
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* [[Multiple Defenders in One Hex]]
* [[Roll to Hit]]<br>
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* [[Naval Combat]]
* [[Rouse Sleeping Creatures]]<br>
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* [[Necrotic Damage]]
* [[Saving Throws]]<br>
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* [[Negative Hit Points]]
* [[Saving Throws for Items]]<br>
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* [[On Guard (sage ability)]]
* [[Shield (armour)]]<br>
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* [[Overbearing]]
* [[Spear (weapon)]]<br>
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* [[Protective Cover]]
* [[Spellcasting]]<br>
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* [[Puissance (sage study)]]
* [[Stun Lock]]<br>
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* [[Pummelling]]
* [[Submerged Combat]]<br>
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* [[Rear & Flank Attacks]]
* [[Surprise]]<br>
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* [[Roll to Hit]]
* [[Swimming Combat]]<br>
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* [[Rouse Sleeping Creatures]]
* [[THAC0]]<br>
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* [[Saving Throws]]
* [[Throwing a Grapple]]<br>
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* [[Saving Throws for Items]]
* [[Turn-based Combat]]<br>
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* [[Shield (armour)]]
* [[Using Found Objects as Weapons]]<br>
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* [[Shield as a Weapon (sage ability)]]
* [[Using Poisoned Weapons]]<br>
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* [[Siege Engines]]
* [[Weapons List]]<br>
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* [[Spear (weapon)]]
* [[Wounds]]<br>
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* [[Spellcasting]]
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* [[Strength (ability stat)]]
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* [[Strengthened Arm (sage ability)]]
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* [[Stun Lock]]
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* [[Submerged Combat]]
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* [[Surprise (combat)|Surprise]]
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* [[Swimming & Combat]]
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* [[THAC0]]
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* [[Throwing a Grapple]]
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* [[Turn-based Combat]]
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* [[Unsteadiness & Combat]]
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* [[Using Found Objects as Weapons]]
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* [[Using Poisoned Weapons]]
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* [[Weapons List]]
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* [[Weapon Proficiencies]]
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* [[Wounds]]
 
</div>
 
</div>
  
[[Category: Lacks Image]]
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[[Category: Don't Review until 2024]]

Revision as of 00:47, 19 July 2022

Combat.jpg

Combat is a method of resolving conflict between fighting parties in D&D. The accuracy of these combats in relation to the real world is not a priority, and is often subjugated by the need for playability. That said, many elements of combat reflect circumstances in the real world — and this, too, is an important part of the game, since these touchstones encourage immersion for the players.

The combat system used here is a heavily modified version of the AD&D model. Recognizable parts of AD&D remain, because these parts function best in the structure of this combat system. However, in no way is AD&D to be considered the "preferred" model. If any part of what is presently AD&D-like can be improved upon, and therefore dropped from the system, it will be. Our purpose here is to create the most workable, tension-building, strategic, emotionally satisfying combat system that can possibly exist.

Therefore, some elements from other versions of D&D have been incorporated; most of the system is, however, entirely of my own design. I encourage players to be innovative, while at the same time the system works to establish rigid boundaries of "play" in which that innovation can take place.

Combat is essential to a good D&D game. The process of combat should evoke excitement and fear, with a real possibility of failure as well as triumph.

Links

Below are a list of links describing concepts and elements related to this combat system.